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Biff Pow

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  1. The power I would delete from Super Strength is Jab. It's fine as a filler attack, but just isn't fun or "super". Move Punch to the first attack (with a regular punch animation), Haymaker to the second spot (with Punch's one-armed smash animation) and add "Smash" as a third power (two handed Haymaker but it's a small cone attack.) Then you can leave Handclap as no damage (it's good to have powers that some might see as skippable, for variety.)
  2. The thing about pylons and whatever is you can't quantify fun. Imagine if Rage gave you 10x damage for one minute and zero damage for one minute, that's a lot of damage but no fun. Watching for the Rage crash and for it to end, while not a big deal really, is just no fun. There's no number with that data, it's just a feeling.
  3. I would get rid of the damage and defense crash entirely and increase the endurance drop. Enough that if you run Rage and Hasten together you'll have major endurance problems because you're kind of asking for it.
  4. Just legacy. It's hard to make major changes in a twenty year old game. It's why in the past I've suggested a new "Mighty Melee" set and leave Super Strength as is for the double-stacked diehards. But the Unleashed Might toggle was a clever workaround, sort of creating a new set while leaving Rage (mostly) as is.
  5. I thought Unleashed Might was fine on Tanks. Damage seemed a little below Rage but Hand Clap more than made up for that.
  6. I liked Unleashed Might. I'm curious what you thought the problem was.
  7. Unleashed Might makes the Super Strength attacks better than the Fighting Pool, you don't really need Cross Punch at all with the new Handclap. With Rage, nothing's changed.
  8. This update also boosts Brutes' resists a bit.
  9. Some Blaster secondaries have protection versus certain mez types. Energy Manipulation has Stun protection which is really useful.
  10. There are times while leveling up, pre-final build, that Unstoppable is useful when you're getting endurance drained or majorly debuffed,
  11. This is just a patch note clarification but Unstoppable is currently 180 seconds, not 120. But that also might be an argument for a reduction to 60 seconds instead of 40?
  12. Stalkers and Scrappers don't get Super Strength. And Brute's defensive numbers get a buff in this update.
  13. How do we quantify that the changes are actually unpopular? How many players usually skip the T9s? If they end up getting used that's a positive.
  14. I'm all for reduced T9s that we would actually use, but it is a little weird to have shorter durations than the Origin Pool click defenses.
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